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# Built-in shader from Unity 5.0.0b19:
# Surface/ScreenPos
# internal variant: DIRECTIONAL DIRLIGHTMAP_OFF DYNAMICLIGHTMAP_OFF LIGHTMAP_OFF SHADOWS_OFF
# This shader GLSL dump is put under MIT license
[require]
GLSL >= 1.10
[vertex shader]
uniform vec4 _ProjectionParams;
uniform vec4 unity_SHAr;
uniform vec4 unity_SHAg;
uniform vec4 unity_SHAb;
uniform vec4 unity_SHBr;
uniform vec4 unity_SHBg;
uniform vec4 unity_SHBb;
uniform vec4 unity_SHC;
uniform mat4 _World2Object;
varying vec3 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
vec4 tmpvar_1;
tmpvar_1 = (gl_ModelViewProjectionMatrix * gl_Vertex);
vec4 v_2;
v_2.x = _World2Object[0].x;
v_2.y = _World2Object[1].x;
v_2.z = _World2Object[2].x;
v_2.w = _World2Object[3].x;
vec4 v_3;
v_3.x = _World2Object[0].y;
v_3.y = _World2Object[1].y;
v_3.z = _World2Object[2].y;
v_3.w = _World2Object[3].y;
vec4 v_4;
v_4.x = _World2Object[0].z;
v_4.y = _World2Object[1].z;
v_4.z = _World2Object[2].z;
v_4.w = _World2Object[3].z;
vec3 tmpvar_5;
tmpvar_5 = normalize(((
(v_2.xyz * gl_Normal.x)
+
(v_3.xyz * gl_Normal.y)
) + (v_4.xyz * gl_Normal.z)));
vec4 o_6;
vec4 tmpvar_7;
tmpvar_7 = (tmpvar_1 * 0.5);
vec2 tmpvar_8;
tmpvar_8.x = tmpvar_7.x;
tmpvar_8.y = (tmpvar_7.y * _ProjectionParams.x);
o_6.xy = (tmpvar_8 + tmpvar_7.w);
o_6.zw = tmpvar_1.zw;
vec4 tmpvar_9;
tmpvar_9.w = 1.0;
tmpvar_9.xyz = tmpvar_5;
vec3 x2_10;
vec3 x1_11;
x1_11.x = dot (unity_SHAr, tmpvar_9);
x1_11.y = dot (unity_SHAg, tmpvar_9);
x1_11.z = dot (unity_SHAb, tmpvar_9);
vec4 tmpvar_12;
tmpvar_12 = (tmpvar_5.xyzz * tmpvar_5.yzzx);
x2_10.x = dot (unity_SHBr, tmpvar_12);
x2_10.y = dot (unity_SHBg, tmpvar_12);
x2_10.z = dot (unity_SHBb, tmpvar_12);
gl_Position = tmpvar_1;
xlv_TEXCOORD0 = tmpvar_5;
xlv_TEXCOORD1 = o_6;
xlv_TEXCOORD2 = ((x1_11 + x2_10) + (unity_SHC.xyz * (
(tmpvar_5.x * tmpvar_5.x)
-
(tmpvar_5.y * tmpvar_5.y)
)));
}
[fragment shader]
uniform vec4 _WorldSpaceLightPos0;
uniform vec4 _LightColor0;
uniform sampler2D _MainTex;
varying vec3 xlv_TEXCOORD0;
varying vec4 xlv_TEXCOORD1;
varying vec3 xlv_TEXCOORD2;
void main ()
{
vec4 c_1;
c_1.w = 0.0;
c_1.xyz = (vec3(0.5, 0.5, 0.5) * xlv_TEXCOORD2);
vec4 c_2;
c_2.xyz = ((vec3(0.5, 0.5, 0.5) * _LightColor0.xyz) * (max (0.0,
dot (xlv_TEXCOORD0, _WorldSpaceLightPos0.xyz)
) * 2.0));
c_2.w = 0.0;
c_1.xyz = ((c_1 + c_2).xyz + (texture2D (_MainTex, (
(xlv_TEXCOORD1.xy / xlv_TEXCOORD1.w)
* vec2(2.0, 1.0))).xyz * 0.5));
c_1.w = 1.0;
gl_FragData[0] = c_1;
}
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